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Home » LoL 11.10 Patch Notes – Kog’Maw VFX Update, Much More!
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LoL 11.10 Patch Notes – Kog’Maw VFX Update, Much More!

Mehmet Emre AslanBy Mehmet Emre AslanMay 14, 2021No Comments15 Mins Read
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LoL 11.10 Yama Notları - Orman Güncellemesi, LoL 11.10 Patch Notes
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Hello Summoners, welcome to LoL 11.10 Patch Notes! Riot brought vivid lights and lovely animations for Kog’Maw, who was craving this VFX rework for years. We have 4 new skins too! Arcana Lucian, Arcana Tahm Kench, Arcana Xerath, and Arcana Camille are here to be your next desired skins as we told in our LoL Patch 11.10 PBE Notes! Let’s hop into the article!

TFT 11.10 Patch Notes

Wild Rift 2.2c Patch Notes

VALORANT 2.09 Patch Notes


MID-PATCH UPDATES

LoL 11.10 Patch Notes

5/12/2021 Veigar Bugfix

Veigar

E – EVENT HORIZON BUGFIX Fixed an issue with Veigar’s E – Event Horizon‘s hitbox which would cause targets hit by the edge of the cage to not be properly stunned


LoL 11.10 Patch Notes Highlights

LoL 11.10 Patch Notes

lol 11.10 patch notes

Arcana Lucian, Arcana Tahm Kench, Arcana Xerath, and Arcana Camille will be available on May 13th, 2021.


CHAMPIONS


BARD

Passive base damage decreased.

 Bard’s been overperforming at higher tiers of play due to his roaming capabilities. Obviously, it’s Bard. Bard roams. So to preserve his unique strength as a roaming support, we’re toning down his early lane damage instead. 

PASSIVE – TRAVELER’S CALL

BASE DAMAGE 40 ⇒ 30

DARIUS

E cooldown increased.

 Darius has been chopping up his foes left, right, and across levels of play. With high win rates in Elite and high ban rates in Average tiers, we’re looking to make Apprehend less oppressive by giving his opponents more opportunities to farm or mount a counter-attack. 


E – APPREHEND

COOLDOWN 24/21/18/15/12 seconds ⇒ 26/24/22/20/18 seconds

GALIO

W cooldown now flat; magic damage shield decreased.

 Galio’s been soaring high as a mid laner and support in Elite play. His shield is where a large part of the problem lies. With an early max, Galio’s durability remains strong throughout the course of the game, so we’re giving his shield appropriate downtime and scaling to match. 


W – SHIELD OF DURAND

COOLDOWN 18/17.5/17/16.5/16 seconds ⇒ 18 seconds

MAGIC DAMAGE SHIELD 8/11/14/17/20% of maximum health ⇒ 8/9.75/11.5/13.25/15% of maximum health

KAYLE

Passive AP damage ratio and bonus attack range increased; Muramana bugfix.

 Kayle is a little weak across all levels of play, so we’re strengthening her moment of transformative ascension at level 16 so she can rain down damage from above. 


PASSIVE – DIVINE ASCENT

AFLAME AP DAMAGE RATIO 20% ⇒ 25%

TRANSCENDENT BONUS ATTACK RANGE 50 (575 total) ⇒ 100 (625 total)

MURAMANA BUGFIX Kayle’s fire waves now properly apply Muramana’s Shock


JINX

Base armor decreased. R damage now capped against epic monsters.

 Despite Jinx’s bugfix-nerf in 11.9, she’s still at the top of the marksmen heap. In addition to her big ol’ deadly rocket to snipe objectives, she’s a safe pick to handle most scenarios. We’re making her more vulnerable to enemies who want to shut her down early on, then pulling back on a super mega frustrating point of her ult. 


BASE STATS

ARMOR 28 ⇒ 26


R – SUPER MEGA DEATH ROCKET!

NEW SMALLER MEGA DEATH ROCKET Execute damage against epic monsters is now capped at 1000 (AoE damage is capped at 800)

KENNEN

W max stacks bonus damage increased.

 This ninja’s lost his spark. We’re charging up the current in top lane. 


W – ELECTRICAL SURGE

MAXIMUM STACKS BONUS DAMAGE 10/20/30/40/50 (20% AP) (60/70/80/90/100% AD) ⇒ 20/30/40/50/60 (25% AP) (60/70/80/90/100% AD)


LUX

E damage increased.

 Our laser lady has been underperforming in mid and support, so we’re putting more zap in her waveclear to help Lux players in the mid lane, as well as the support Lux players who tend to play more aggressively in the bot lane. 


E – LUCENT SINGULARITY

DAMAGE 60/105/150/195/240 (+60% AP) ⇒ 60/110/160/210/260 (+65% AP)

SEJUANI

E targeting updated.

 We’re updating Sejuani’s targeting so that she knows which boar

bullseye to strike. 


E – PERMAFROST

UPDATED TARGETING 250 for all targets ⇒ Prioritizes champions within 50 of cursor, then non-champions within 50 of cursor, then champions within 350 of cursor, then closest unit to cursor within 2500 (this only applies if there is no target directly under your cursor)


TALON

Q bonus AD damage ratio decreased.

 Talon’s been raking it in as the premier mid lane roamer in Elite play. He’s able to pack a punch in lane, then dash and slash his enemies in the next lane over. We’re slowing down his roll by lowering some of his upfront burst and dialing down how much he spikes for each successful gank. 


Q – NOXIAN DIPLOMACY

DAMAGE RATIO 110% bonus AD ⇒ 100% bonus AD

ZYRA

Passive Vine Lasher slow increased. W cooldown decreased.


PASSIVE – GARDEN OF THORNS

VINE LASHER SLOW 25% ⇒ 30%


W – RAMPANT GROWTH

COOLDOWN 20/18/16/14/12 seconds ⇒ 18/16/14/12/10 seconds

KATARINA

Base movement speed decreased.

 Katarina’s been terrorizing Skilled play, so we’re adjusting her roaming prowess due to the impact it can have on higher-leveled matches. 


BASE STATS

MOVEMENT SPEED 340 ⇒ 335

THRESH

Base health decreased; health growth increased.

 We tried to chain down Thresh in patch 11.8, but the Warden’s still keeping his enemies prisoner in Elite play. We’re lowering his early durability so that he’ll be more susceptible to all-ins. 


BASE STATS

HEALTH 561 ⇒ 530

HEALTH GROWTH 93 ⇒ 95


YUUMI

Q base damage and empowered damage increased. W ally icon bugfix.

 It appears that the bot lane is full of dog people because Yuumi’s been a less ideal partner for marksman champions due to her more passive presence. To coax her back as a more active participant in lane, we’re giving her some damage from the outset so that her Q feels more like poke than a pat. 


Q – PROWLING PROJECTILE

BASE DAMAGE 40/70/100/130/160/190 ⇒ 50/80/110/140/170/200

BASE EMPOWERED DAMAGE 45/85/125/165/205/245 ⇒ 60/100/140/180/220/260


W – YOU AND ME!

ALLY ICON BUGFIX Yuumi’s ally’s level icon now properly reverts back to normal when Yuumi detaches from said ally

ITEMS

LoL 11.10 Patch Notes

ABYSSAL MASK

 At all phases of the game, Abyssal Mask is getting overlooked in favor of more powerful defensive options. It could use some raw power to compete against its peers. 

HEALTH 350 ⇒ 400

UNMAKE DAMAGE RATIO 10% ⇒ 15%

UNMAKE DURATION 4 seconds ⇒ 5 seconds

GOREDRINKER

 Goredrinker has been on the weaker end of things for a while now and has been phasing out of fighter builds. Giving it a fighting chance by bumping up its healing. 

THIRSTING SLASH HEALING 25% AD (+8% of missing health) ⇒ 25% AD (+10% of missing health)

GUINSOO’S RAGEBLADE

 Guinsoo’s has been in a rough spot, so we’re making it a more affordable option for on-hit champions to ramp up their damage earlier on in the game. 

COMBINE COST 1100g ⇒ 900g

RIFTMAKER

 We’re speeding up Riftmaker’s stacking time and broadening the ways to trigger the stacking for a more satisfying and expected feel during combat. 

COMBAT TRIGGER Dealing damage to enemy champions ⇒ Dealing damage to and taking damage from enemy champions

VOID CORRUPTION INCREASED DAMAGE PER SECOND 2%, stacking up to 5 times for a maximum of 10% ⇒ 3%, stacking up to 3 times for a maximum of 9%

RUNES

LoL 11.10 Patch Notes

PHASE RUSH

 Phase Rush dominates high-level play with its ability to provide safety both in lane and in extended fights. We’re pumping the brakes for users across the board. We know a few champions are very tied to Phase Rush, and we’ll be monitoring them closely over the patch and follow up as needed. 

COOLDOWN 15 seconds ⇒ 30-10 seconds (based on level)

BONUS MOVEMENT SPEED 40%-60% for melee || 25-40% for ranged ⇒ 30%-60% for melee || 15-40% for ranged

JUNGLE UPDATE

LoL 11.10 Patch Notes

 Throughout patch notes history, the jungle has been changed in ways that have pushed PvE prowess to the highest levels of importance, where the priority is to farm fast to get ahead of the experience curve. This is even more pronounced in higher levels of play, where the champion pool has narrowed down to those with competitive clearing capabilities, making the jungle a solved system and a scary place when you fall behind.

To address this, we’re relaxing camp timers to allow for more leniency on pathing through the jungle. We’re also reinstituting an improved version of the comeback experience which only kicks in when a jungler is significantly behind the game— now, if that’s the case, it shouldn’t feel impossible to win. The intent isn’t so that a strategy is born out of the comeback mechanism, but instead to limit the number of games that feel truly out of hand due to a struggling jungler with no path to recover. 

Jungle Timers and Camp Gold

 Even the fastest clearing junglers have little to no downtime between finishing one camp from the next. Our original intent for this aggressive respawn timing was that there’s always an opportunity cost to taking any other action on the map, and this pacing reduced jungler presence in lanes at the very early game. The problem it brings in hand is twofold: Junglers never feel like they’ve finished farming, almost like the game was telling them they were failing at optimizing their clears, and windows to set up exciting ganks were far few in between. As a result, we’re partially walking back camp timer respawns from last year’s preseason. In addition, we’re also matching camp indicators to how players intuitively play around them so that you aren’t constantly stressed about being everywhere at once. 

CAMP RESPAWN TIMER 2 minutes ⇒ 2 minutes 15 seconds

CAMP RESPAWN GLOWING INDICATOR 15 seconds before camp spawns ⇒ 10 seconds before camp spawns

Comeback Experience

 Setting a jungler behind is usually a concerted team effort of countering ganks, blocking off access to buffs, and controlling vision—not just the enemy jungler clearing faster or counter-jungling. This combined with the unforgiving pathing optimization due to aggressive 2:00 respawn timers leads to cases where junglers who fall behind, stay behind, and it’s far less likely they have the ability to stabilize in comparison to other roles.

In lane, losing a turret means you’re farming closer to the safety of your base and enemies have to extend into your half of the map to fight you. But the jungle works counter to that, since a turret going down makes its neighboring section of the jungle drastically less safe for the rest of the game, since you have to extend past your inner turrets to farm it.

All this being said, we don’t expect most players to run into this comeback experience, except in the most dire of circumstances. And ultimately, although this catchup boost is a helping hand, it won’t make struggling junglers as strong as they would have been, had they never fallen behind. 

NEW THE COMEBACK KID When a jungler is at least two levels below the average level of all players in the game, they get increased XP from large and epic monsters. These camps will grant 50 XP more per level below the average level of all players in the game.


Smite

 A jungler’s nothing without his Summoner Spell, so we’re slapping on some quality of life buffs to Smite. No longer do you have to check your Smite tooltip or buff bar when approaching an epic monster, and now you should be more equipped to secure objectives. 

SMITE DAMAGE TO MONSTERS 390-1000 (based on levels) ⇒ 450 at base, 900 after Smite quest completion

NEW UNSEALED SPELLBOOK SWAP SMITE DAMAGE Smite damage now increases after swapping summoner spells twice

NEW SCUTTLE ON BACK Smite and any crowd control now breaks Rift Scuttle’s shield before applying damage

Survivability

 Putting Omnivamp on jungle items in preseason improved clarity by eliminating a wordy jungle-specific regen mechanic. But it also skewed towards benefiting champions who could clear fast (i.e. take less damage) and use the bonus as a health battery as the game went on. We’re pulling power out of Omnivamp while increasing the flat restore you get from Smite, and reducing jungle camp damage across the board, especially small AoE camps. This way, junglers are less punished when they aren’t able to instantly clear them. 

OMNIVAMP ON JUNGLE ITEMS 10% ⇒ 8%

SMITE HEAL FROM MAX HEALTH 10% ⇒ 15%



Jungle Monster Camp Changes

 And to top it all off, we adjusted specific jungle camps based on our overarching goals: 1. Reduce incoming damage from jungle camps to offset the reduced healing from omnivamp, 2. change jungle monsters’ health to offset the higher Smite damage, and 3. change gold values to offset income lost by spawn timers. 

Jungle Camp Attack Damage:

BLUE SENTINEL 82-303 (levels 1-18) ⇒ 78-234 (levels 1-18)

RED BRAMBLEBACK 82-303 (levels 1-18) ⇒ 78-234 (levels 1-18)

GROMP 80-253 (levels 1-18) ⇒ 78-234 (levels 1-18)

MURKWOLF 42-156 (levels 1-18) ⇒ 35-105 (levels 1-18)

SMALLER MURKWOLVES 16-59 (levels 1-18) ⇒ 10-30 (levels 1-18)

CRIMSON RAPTOR 20-74 (levels 1-18) ⇒ 20-60 (levels 1-18)

RAPTORS 13-49 (levels 1-18) ⇒ 10-30 (levels 1-18)

BIG KRUG 80-303 (levels 1-18) ⇒ 78-234 (levels 1-18)

MEDIUM KRUG 25-93 (levels 1-18) ⇒ 20-60 (levels 1-18)

MINI KRUGS 17-63 (levels 1-18) ⇒ 13-39 (levels 1-18)

Jungle Camp Health:

BLUE SENTINEL 1800-3150 (levels 1-18) ⇒ 1850-3238 (levels 1-18)

RED BRAMBLEBACK 1800-3150 (levels 1-18) ⇒ 1850-3238 (levels 1-18)

RIFT SCUTTLER 1000-2066 (levels 1-17) ⇒ 1050-2170 (levels 1-17)

Jungle Camp Gold:

MINI KRUG 12 ⇒ 13

MURKWOLF 55g ⇒ 65g

GROMP 85g ⇒ 90g

CRIMSON RAPTOR 35g ⇒ 45g


VFX UPDATES

LoL 11.10 Patch Notes

 We‘re back at it again with another set of VFX updates, this time for everyone’s favorite void pupper, Kog’Maw!

Once again, our goals for these sorts of smaller updates is to improve the overall gameplay clarity of VFX (here’s a whole article about it) while bringing them up to modern League of Legends standards. This means that our efforts are primarily aimed at abilities which do not clearly communicate their hitbox. 

Kog’Maw

PASSIVE – ICATHIAN SURPRISE 

Reduced noise and improved clarity with regards to the size of the explosion

BASIC ATTACK

 New missiles and hit effects

Q – CAUSTIC SPITTLE

 New hit effects and a new missile to better represent its actual hitbox

W – BIO-ARCANE BARRAGE

 New effects to make Kog’Maw more representative of the Void

E – VOID OOZE 

New hit effects and a new missile to better represent its actual hitbox

R – LIVING ARTILLERY

 New effects that better represent the hitbox


Kog’Maw Skins

BASE KOG’MAW

 Updated character texture

REINDEER KOG’MAW

 Added new recolors to all VFX

DEEP SEA KOG’MAW 

Added new recolors to all VFX

JURASSIC KOG’MAW

 Added new recolors to all VFX

LION DANCE KOG’MAW

 New unique VFX on E; updated R and Q VFX

PUG’MAW

 All VFX updated


ALL OTHER KOG’MAW SKINS 

R updated to show hitbox more clearly

BUGFIXES/QOL CHANGES

LoL 11.10 Patch Notes

  • Updated the width of Pyke’s E – Phantom Undertow‘s VFX to better match the hitbox
  • Fixed a bug where Prowler’s Claw’s Sandswipe would only work on champions, not other targets like minions
  • Fixed a bug where Sanguine Blade’s “healing from physical vamp against champions” counter so that it accurately displays the amount of healing the user receives
  • Aurelion Sol’s Q – Starsurge‘s stun and R – Voice of Light‘s knock-up are no longer delayed by up to 0.25 seconds
  • The Rift Herald will no longer spawn the wrong way
  • Fixed a bug where Fizz was unable to gain Tear of the Goddess stacks when killing minions with W – Seastone Trident
  • When a player completes Cull’s Reap’s minion kill requirement via their ally’s Relic Shield’s Spoils of War, the player now properly gains the 350 gold from Cull
  • Yone’s Q – Mortal Steel no longer only activates Navori Quickblade at point-blank range
  • Navori Quickblade now properly triggers when Yasuo uses his E – Sweeping Blade and Q – Steel Tempest combo
  • If a player’s inventory is full and they sell their Trinket, attempting to purchase a Wardstone will no longer subtract its gold cost given that the player’s inventory is full
  • Fixed a bug where melee champions would gain 54% bonus attack range from Rapid Firecannon instead of the expected 35%
  • Death’s Dance no longer extends Aspect of the Dragon’s burn damage longer than intended (3 seconds)
  • Fixed a bug where Fiddlesticks’ Passive – A Harmless Scarecrow effigies would not be usable for the rest of the game if the user sold their Poro Snax at the shop in ARAM
  • Fixed a bug where Akali would deal double E – Shuriken Flip damage if her target was very close to a wall
  • Vladimir no longer becomes targetable when his W – Sanguine Pool ends after using Zhonya’s Hourglass’ Stasis during the ability

UPCOMING SKINS & CHROMAS

LoL 11.10 Patch Notes

The following skins will be released in this patch:

lol 11.10 patch notes, Arcana Lucian
Arcana Lucian
lol 11.10 patch notes, Arcana Tahm Kench
lol 11.10 patch notes, Arcana Xerath
Arcana Tahm Kench
lol 11.10 patch notes, Arcana Camille
Arcana Camille

lol 11.10 patch notes, Arcana Lucian Chroma
Arcana Lucian Chromas
lol 11.10 patch notes, Arcana Tahm Kench Chroma
Arcana Tahm Kench Chromas
lol 11.10 patch notes, Arcana Xerath Chroma
Arcana Xerath Chromas
lol 11.10 patch notes, Arcana Camille Chroma
Arcana Camille Chromas

We have many challenges for Brazilian and Turkish players! Come join along challengers to get the chance for one of many different gifts! Stay with SenpAI!

kog maw kog maw rework kog maw update kog maw vfx kog maw vfx update kog maw visual update LoL 11.10 lol 11.10 notes lol changes lol jungle balance changes lol jungle balancing lol jungle changes lol jungle rework lol latest patch lol new arcana skins lol new patch lol news lol patch 11.10 notes lol patch notes lol smite changes
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Mehmet Emre Aslan

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